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Topic: DKCore Development Blog (Read 8557 times)

Hey, one thing to note (in case you either didn't know this already or forgot to add it) is that Jumpman being on the same x-axis as a ladder steers barrels as well. So, even if he is several levels below a ladder, if he is directly under it, it steers barrels as though he is sitting on it. It's hard to tell from the gifs if you've incorporated this element already, so I thought I'd mention it.

Also, I don't remember the details, but there is something special with the first barrel (or maybe it was a timer based thing that can affect all barrels until a certain amount of time) where the first barrel will always take the first ladders on each levels that it reaches. You'll have to ask around or look in some DK code threads to find out the precise way this works (maybe it is easy to find in the code).

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“Thou hast made us for Thyself, and our heart is restless until it finds its rest in Thee.” -Augustine, Confessions.

Also, I don't remember the details, but there is something special with the first barrel (or maybe it was a timer based thing that can affect all barrels until a certain amount of time) where the first barrel will always take the first ladders on each levels that it reaches. You'll have to ask around or look in some DK code threads to find out the precise way this works (maybe it is easy to find in the code).

Yeah, at the beginning of the stage each rolling barrel will always descend the first ladder it encounters, if the oil barrel has not yet been ignited.

It has been a while since an update, but I've been very busy at work squashing bugs and adding new features to the engine.

The following things are all now working:

Timer - 100% Arcade Pure

Wild Barrels - Extremely close to arcade pure, but they're using their own physics system that I've developed. I'm experimenting with having more than three types of wild barrels with this physics system. These new wild types could have interesting behaviors, including the ability to bounce off of each other using this aforementioned physics system.

Starting Wilds - 100% Arcade Pure

Hammers - 100% Arcade Pure

Bomb Barrels - Very close to arcade pure. I still need to code in the bug that allows bombs to turn into wilds, but I'm not expecting difficulty here.

Kong Barrel Emissions - This is the logic that has Donkey Kong producing barrels to kill Jumpman. This includes determining if barrels should be blue, wild, bombs, or if there should be a pause. The arcade game uses an overcomplicated barrel seeding algorithm to do this. My algorithm works very differently, but the final output itself is so close to the arcade game I doubt anyone will realistically be able to tell the difference.

I am getting very close to being done with all barrel board logic. All that's left are the things I've mentioned and flame logic (which will be a monster to implement). After that I'll start moving on to the other boards. I've also been jotting down notes of options I'd like to implement into the proof-of-concept, such as:

Built-in pace calculator

Different game modes, such as arcade/marathon/no-hammer/wild barrel, each with its own unique HSL

Track causes of death and show them on game end

Some sort of beginner and advanced tutorial system demonstrating game mechanics to newbies

Achievements

Since this is a web application (the screenshot above is actually running in Firefox), I can store a lot of these things into a SQL database...

but someone has a DK script level one for use in the Construct 2 ? I'm trying to create a game using only the engine of the first level of DK platform game with barrels, but it would be for use with own characters. Someone in the group would or could indicate a link or something to help me. thanks !!